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Bulletpoint

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Everything posted by Bulletpoint

  1. I agree with you, but I don't think it would need a whole new move mode. It would just need them to tweak the existing QUICK move mode to make it more focused on shooting and less on moving (at very short ranges). If you wanted to make them move instead of shooting, you could still use the FAST command for that.
  2. Alright, I see. The way I do it is to simply move them a short distance and then let them sit for the rest of the turn.
  3. That's the mark of a great designer. And I'm saying that as someone who has some experience with designing scenarios.
  4. The games are made by one or two guys entrenched in a prepper bunker in some undisclosed location. At least that's what I imagine. So yes, the game is in development, but very slowly. Last patch that came out took them more than two years. Welcome to the forum.
  5. Any moment now you'll wake up and this whole worldwide lockdown and the schwimmwagen were just a dream.
  6. I'd like to adjust it a bit and suggest that the grenades be only thrown if the assaulting squad has an enemy contact marker.
  7. Because they don't think we are capable of handling such great power.
  8. Yes, they can also decide to fire off a Faust. But their chances of spotting are lower, because they are crawling around. More stuff blocks their LOS.
  9. Yes, they can. I saw it happen the other day. A crack level trooper walking along using MOVE command spotted an enemy tank and took it out with a Panzerfaust 60 at about 85m range. I was quite surprised.
  10. No, it hasn't unfortunately. Crew still bail out guns ablazing from tanks and bunkers. What has been changed is that crew will stay in panicked state longer, meaning it will take longer for the player to be able to use them as free recon/assault units.
  11. I went back and replaed the same scenario, and this time I was not able to make my guys throw grenades.. I think the maximum distance is 10 metres, and it seems to depend on exactly where the individual pixeltroopers place themselves.
  12. There is a human brain behind it. Called @theforger
  13. Here are some guys hitting targets way smaller than man sized out to 500 yards. Accuracy at 500 yards= 70 percent. Range accuracy is of course higher than combat accuracy, so let's halve that range and say that a small target can be hit consistently at 250 yards. On the other hand, a man sized target would then extend that range considerably. But let's be modest and say scaling up to man size would only give 50 more yards. That would give us good accuracy at 300 yards. However, in Combat Mission, it's nearly impossible to hit anything with a rifle at that range.
  14. I don't think napalm burns long enough to remove the crew's oxygen...
  15. My guess would be that it's simply a case of the skirt physically stopping the flame from touching the tank hull, and that it's only the actual hull that has been given the property that it can be destroyed by flame.
  16. From watching the full video, I'm thinking it's not about weak spots... it's more that each flame "blob" has some small but non-zero chance of causing a catastrophic explosion.
  17. How long (how many flame bursts) did it take you to knock out the Panther?
  18. A bit difficult to take the author seriously when he thinks that is an E-100 turret...
  19. That's new.. I've seen some other flamethrower test that showed absolutely no damage on tanks. Maybe it got changed with a recent patch...
  20. Rifles are way better in reality than in this game. Range, accuracy, and firing speed has been dialled down. Probably for gameplay balance considerations.
  21. I have a pretty bad track record of guessing if that was the last enemy tank or not..
  22. I'm wondering if the commanders of those vehicles actually are able to observe from the edge of the casemate, or if they are assumed to be fully ducked down and only looking through periscopes, even if the graphics show them poking slightly above the edge..
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